committed by
Fernando Sahmkow
8 changed files with 140 additions and 2 deletions
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5src/common/settings.h
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1src/video_core/host_shaders/CMakeLists.txt
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74src/video_core/host_shaders/present_gaussian.frag
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5src/video_core/renderer_opengl/renderer_opengl.cpp
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1src/video_core/renderer_opengl/renderer_opengl.h
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49src/video_core/renderer_vulkan/vk_blit_screen.cpp
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2src/video_core/renderer_vulkan/vk_blit_screen.h
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5src/yuzu/configuration/configure_graphics.ui
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// Copyright 2019 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#version 460 core |
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#ifdef VULKAN |
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#define BINDING_COLOR_TEXTURE 1 |
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv |
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#define BINDING_COLOR_TEXTURE 0 |
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#endif |
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layout (location = 0) in vec2 frag_tex_coord; |
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layout (location = 0) out vec4 color; |
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; |
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const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); |
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const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); |
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vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) { |
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vec4 result = vec4(0.0f); |
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for (int i=1; i<3; i++) { |
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result += |
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texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) |
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* weight[i]; |
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result += |
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texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) |
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* weight[i]; |
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} |
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return result; |
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} |
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vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) { |
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vec4 result = vec4(0.0f); |
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for (int i=1; i<3; i++) { |
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result += |
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texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) |
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* weight[i]; |
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result += |
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texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) |
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* weight[i]; |
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} |
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return result; |
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} |
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vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { |
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vec4 result = vec4(0.0f); |
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for (int i=1; i<3; i++) { |
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result += |
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texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) |
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* weight[i]; |
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result += |
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texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) |
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* weight[i]; |
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} |
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return result; |
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} |
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void main() { |
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vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; |
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vec2 tex_offset = 1.0f / textureSize(color_texture, 0); |
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vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; |
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vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; |
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vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; |
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vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb; |
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vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); |
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color = vec4(combination + base, 1.0f); |
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} |
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